look I have a problem with the server. is coming out every so critical error gk occupying the normal or the making for us. client we provide updates but nothing changing different system continues to operate the critical error is critical error recently started what we think is that it was some server settings that change savemos but it can be. I leave here the critical error of 3 different user to see if I can help: D
spanish:
miren tengo un problema con el servidor. es que sale a cada rato critical error al ocupar la gk la normal o la puesta por nosotros. hemos provado actualizando cliente cambiando distintas system pero nada sigue funcionando el critical error es critical error empezo hace poco lo que pensamos es que fue algo de la configuracion del servidor que cambiamos pero no savemos que puede ser. aqui les dejo los critical error de 3 user diferentes aver si me pueden ayudar

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General protection fault! History: UStruct::SerializeBinGC <- UObject::Serialize <- (ShadowBitmapMaterial Transient.ShadowBitmapMaterial11) <- ObjectTestReach <- (ShadowBitmapMaterial Transient.ShadowBitmapMaterial11) <- UStruct::SerializeBinGC <- UObject::Serialize <- (ShadowProjector Transient.ShadowProjector130) <- AActor::Serialize <- ObjectTestReach <- (ShadowProjector Transient.ShadowProjector130) <- ULevelBase::Serialize <- ULevel::Serialize <- UMasterLevel::Serialize <- ObjectTestReach <- (MasterLevel Transient.MasterLevel0) <- UStruct::SerializeBinGC <- UObject::Serialize <- (GameEngine Transient.GameEngine0) <- UGameEngine::Serialize <- (GameEngine Transient.GameEngine0) <- UGameEngine::Serialize <- (GameEngine Transient.GameEngine0) <- ObjectTestReach <- (GameEngine Transient.GameEngine0) <- TArray<< <- UGameEngine::L2SerializeRootSet <- UGameEngine::L2CollectGarbage <- UMasterLevel::DetachLevel <- UGameEngine::DetachLevel <- UGameEngine::CheckPurgeLevel <- UGameEngine::L2_Teleport <- UGameEngine::ScreenFadeDone <- UGameEngine::Tick <- UpdateWorld <- MainLoop
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General protection fault! History: ObjectTestReach <- (: ErrorNameNone) <- UStruct::SerializeBinGC <- UObject::Serialize <- (ShadowBitmapMaterial Transient.ShadowBitmapMaterial255) <- ObjectTestReach <- (ShadowBitmapMaterial Transient.ShadowBitmapMaterial255) <- UStruct::SerializeBinGC <- UObject::Serialize <- (ShadowProjector Transient.ShadowProjector479) <- AActor::Serialize <- ObjectTestReach <- (ShadowProjector Transient.ShadowProjector479) <- ULevelBase::Serialize <- ULevel::Serialize <- UMasterLevel::Serialize <- ObjectTestReach <- (MasterLevel Transient.MasterLevel0) <- UStruct::SerializeBinGC <- UObject::Serialize <- (GameEngine Transient.GameEngine0) <- UGameEngine::Serialize <- (GameEngine Transient.GameEngine0) <- UGameEngine::Serialize <- (GameEngine Transient.GameEngine0) <- ObjectTestReach <- (GameEngine Transient.GameEngine0) <- TArray<< <- UGameEngine::L2SerializeRootSet <- UGameEngine::L2CollectGarbage <- UMasterLevel::DetachLevel <- UGameEngine::DetachLevel <- UGameEngine::CheckPurgeLevel <- UGameEngine::L2_Teleport <- UGameEngine::ScreenFadeDone <- UGameEngine::Tick <- UpdateWorld <- MainLoop
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General protection fault! History: ObjectTestReach <- (: ErrorNameNone) <- UStruct::SerializeBinGC <- UObject::Serialize <- (ShadowBitmapMaterial Transient.ShadowBitmapMaterial38) <- ObjectTestReach <- (ShadowBitmapMaterial Transient.ShadowBitmapMaterial38) <- UStruct::SerializeBinGC <- UObject::Serialize <- (ShadowProjector Transient.ShadowProjector77) <- AActor::Serialize <- ObjectTestReach <- (ShadowProjector Transient.ShadowProjector77) <- ULevelBase::Serialize <- ULevel::Serialize <- UMasterLevel::Serialize <- ObjectTestReach <- (MasterLevel Transient.MasterLevel0) <- UStruct::SerializeBinGC <- UObject::Serialize <- (GameEngine Transient.GameEngine0) <- UGameEngine::Serialize <- (GameEngine Transient.GameEngine0) <- UGameEngine::Serialize <- (GameEngine Transient.GameEngine0) <- ObjectTestReach <- (GameEngine Transient.GameEngine0) <- TArray<< <- UGameEngine::L2SerializeRootSet <- UGameEngine::L2CollectGarbage <- UMasterLevel::DetachLevel <- UGameEngine::DetachLevel <- UGameEngine::CheckPurgeLevel <- UGameEngine::L2_Teleport <- UGameEngine::ScreenFadeDone <- UGameEngine::Tick <- UpdateWorld <- MainLoop